Back

Brood War / BGH / CrazyStone autosave coaching package. Source: AutoSave.rar from 2026-06-04.

CrazyStone Brood War Coaching Package

This package extracted 259 replay files, parsed 131 BGH/Hunters candidates with zero parse errors, identified 106 main-name CrazyStoneeeee games, and selected 10 representative replays for coaching review.

CrazyStone coaching package infographic

Fast Read

CrazyStone's first phase is usually active enough. The leak is conversion. If the opening attack or defense does not solve the game, the next 60 seconds often needs a clearer second phase: tech, economy, defensive layer, or team role.

Snapshot

Main sample106 games

Enough to identify a real three-race profile.

Known win rate45.0%

45 wins / 55 losses, with 6 unknown results excluded.

Mechanics175 / 118

Average APM / EAPM. Busy hands, but conversion efficiency can improve.

Best raceTerran

58.6% known-result win rate, cleaner than P/Z in this pack.

Coach Profile

CrazyStone is a three-race BGH tempo player. The race split is nearly balanced: Zerg 39, Protoss 36, Terran 31. Results are not balanced: Terran is clearly the best result profile, while Protoss and Zerg are more volatile. The length curve is the headline: under 12 minutes is workable, 12-25 minutes drops to 36.1%, and 25+ minutes drops to 14.3%.

Main Leaks

PriorityIssueTraining correction
1Midgame conversion falls off after first contact.After first attack/hold, force a 60-second plan: expand, tech, defend, or join teammate timing.
2Protoss can over-invest in Zealot/Forge/Cannon comfort.At 4:30, branch into Zealot finish, Dragoon range, cannon defense, or tech.
3Zerg needs a sharper second phase.By 6:00, choose Hydra, Muta, Lurker/Defiler, or economy plus sunkens.
4Terran is the most reliable race but needs a template.Default to bio-bunker-stim into Factory, or fast Factory with a strict 5:30 stop-loss.

10 Representative Games

#RaceResultLengthCoach read
1TWin37:21Long Terran win. Four Barracks, early bio, bunker, Academy, then long-game stability. Best proof that T can be his anchor.
2ZLoss32:16Long Zerg loss. Pool/gas/speed, Hatch, sunkens, Lair. Ingredients exist, but late conversion does not close.
3PLoss25:18Long Protoss loss. Double Gateway, Forge, cannons, Core/Range. First layer is fine; midgame role is not sharp enough.
4ZWin14:30Mid Z win. Speed, sunkens, Hatchery layers. Good defensive Z into playable midgame.
5TWin13:53Mid T win. Barracks, Academy, Stim, Medics, Factory, Engineering Bay. Clean practical Terran template.
6TLoss16:46Mid T loss. Heavy Barracks and bunkers. Needs faster transition from defense into team pressure or tech.
7PLoss15:31Mid P loss. Zealot/Forge/Cannon stack with late Core. Comfort production delays the branch.
8ZWin9:16Short Z win. Pool/gas/speed, Lair, Spire, Mutas. Good when tech pressure arrives fast enough.
9PWin9:45Short P win. Zealot flood plus Forge and gas. Early pressure connects before the opponent stabilizes.
10PLoss7:39Short P loss. Zealot/Forge/Cannon then double Core/Robo. Too many branches appear too late.

30-Day Plan

WeekThemeCompletion standard
160-second second phaseAfter first attack/hold, name the next job: expand, tech, defend, or join timing.
2Terran anchor templateBarracks/bunker safety into Academy/Stim/Medics and Factory.
3Protoss branch timerAt 4:30, choose Zealot finish, Dragoon range, cannon defense, or tech.
4Zerg conversionBy 6:00, choose Hydra, Muta, Lurker/Defiler, or economy plus sunkens.

打开中文版